Difference between revisions of "Shallows/EotWTheDailyGrind"
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− | + | [[Shallows/TheEndoftheWorld|The End of the World]] | [[Shallows/EotWIntroduction| Introduction]] | [[Shallows/EotWCharacters|Characters]] | [[Shallows/EotWHouserules|House Rules]] | [[Shallows/EotWMissions|Missions]] | [[Shallows/EotWPlayernotes|Player Notes]] | [[Shallows/EotWdispositionofSiderealShards|Disposition of the Sidereal Shards]] | [[Shallows/EotWStoryteller|Storyteller Notes]] | |
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− | + | == The Daily Grind == | |
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− | The Daily Grind | ||
A large part of the essence of being a Sidereal is the simple fact that they are the guardians of Destiny. There are only 100 of them available. They are required to both plan destinies and ensure the proper issuance of fate. Part of the mood and theme of this campaign is not having enough time to do everything and the repercussions of not doing their duty and of other sidereals abdicating their own responsibilities. | A large part of the essence of being a Sidereal is the simple fact that they are the guardians of Destiny. There are only 100 of them available. They are required to both plan destinies and ensure the proper issuance of fate. Part of the mood and theme of this campaign is not having enough time to do everything and the repercussions of not doing their duty and of other sidereals abdicating their own responsibilities. |
Revision as of 14:25, 20 April 2005
The End of the World | Introduction | Characters | House Rules | Missions | Player Notes | Disposition of the Sidereal Shards | Storyteller Notes
The Daily Grind
A large part of the essence of being a Sidereal is the simple fact that they are the guardians of Destiny. There are only 100 of them available. They are required to both plan destinies and ensure the proper issuance of fate. Part of the mood and theme of this campaign is not having enough time to do everything and the repercussions of not doing their duty and of other sidereals abdicating their own responsibilities.
As part of this, the Sidereals in this campaign have responsibilities. Each day the Sidereals are required to complete their planning and manipulation of fate. This is reflected in the following requirement. Each week, every Sidereal is required to achieve 20 successes on Craft (Fate) rolls. They may roll 1 time per 8 hours (3 times max daily) each day. Successes carry forward through the week, but they cannot be carried over from one week to the next. These rolls can only be performed in Yu-Shan. Overachievers are recognized and often slated for promotion.
When Sidereals take a mission into creation, they may ignore the requirements for the week they are in Creation. However, upon returning to Yu-Shan they must file petitions with The Bureau of Destiny, their Faction, their Department Head, and their Sifu. Mechanically, this is an intelligence + linguistics or Craft (Calligraphy) roll. They need 2 successes on each report. (However for each report after the first, Dexterity may be substituted for intelligence as they simply recopy the elements of the original.) For each additional success, the writer may choose to increase the professionalism and impressiveness of their report, or to lead the reader to a given conclusion. (True or False) The rolls for these reports may be combined, however each roll requires 2 hours of game time. The required rolls of Craft (Fate) begin again at the beginning of the next week in Yu-Shan.
Characters may trade successes on either the Craft (Fate) or the report writing by performing the action for the other Sidereal. They may only give the successes from a complete roll. They may not simply hand over spare successes from their own rolls.